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Re: [Public WebGL] Current WebGL2 support



I have a backlog of patches to upstream, but if you want to take this
one off my hands, feel free!

On Fri, Oct 6, 2017 at 11:59 AM, Jamie Madill <jmadill@chromium.org> wrote:
> Mo, this doesn't affect Chrome, since we require the platform update for
> window handle sharing. But, we should definitely accept it for Firefox (and
> other unknown customers).
>
> On Fri, Oct 6, 2017 at 2:58 PM, Zhenyao Mo <zmo@chromium.org> wrote:
>>
>> Geoff, Jamie,
>>
>> The patch looks reasonable to me. Can we take it into ANGLE? So more
>> users can have D3D11 and WebGL2? Another Chrome branch is coming.
>>
>> Mo
>>
>> On Fri, Oct 6, 2017 at 11:04 AM, Jeff Gilbert <jgilbert@mozilla.com>
>> wrote:
>> >
>> > That config should definitely work in Firefox. Please file a bug if it
>> > doesn't!
>> >
>> > We are actually in the process of updating ANGLE and did find that it
>> > was refusing to create ES3 contexts on Win7. It's possible Chrome is
>> > affected by this bug.
>> > We have a local fix but haven't had a chance to upstream it yet:
>> > https://reviewboard.mozilla.org/r/185962/diff/5#index_header
>> >
>> > On Fri, Oct 6, 2017 at 1:57 AM, Markus Schütz <markus_schuetz@gmx.at>
>> > wrote:
>> >>
>> >> I just noticed that my PC does indeed use ANGLE with D3D9. (windows 7)
>> >> That means I have a 1080 with the latest drivers but WebGL2 still
>> >> doesn't
>> >> work.
>> >> I could try to install a new version of DirectX myself but that doesn't
>> >> fix
>> >> the potentially large number
>> >> of users that also have WebGL2 compatible hardware but old D3D drivers.
>> >>
>> >>
>> >>
>> >> On 17.06.2017 11:27, Florian Bösch wrote:
>> >>
>> >> On Sat, Jun 17, 2017 at 3:30 AM, Kenneth Russell <kbr@google.com>
>> >> wrote:
>> >>>
>> >>> On Thu, Jun 15, 2017 at 10:16 PM, Florian Bösch <pyalot@gmail.com>
>> >>> wrote:
>> >>>>
>> >>>> On Fri, Jun 16, 2017 at 1:57 AM, Kenneth Russell <kbr@google.com>
>> >>>> wrote:
>> >>>>>
>> >>>>> Looking at Chrome's internal statistics, about 30% of Chrome users
>> >>>>> are
>> >>>>> stuck at Shader Model 3.0, implying that they're using ANGLE's
>> >>>>> Direct3D 9
>> >>>>> backend. WebGL 2.0 requires Direct3D 11.
>> >>>>
>> >>>>
>> >>>> Do you redistribute the DirectX runtime with Chrome? Here's what
>> >>>> games
>> >>>> typically do:
>> >>>>
>> >>>> https://www.junkship.net/News/2012/11/06/how-to-properly-distribute-directx-in-an-installer
>> >>>> to get around the "old DirectX version" problem.
>> >>>
>> >>>
>> >>> I'm not sure -- I think we redistribute the D3D compiler but not the
>> >>> runtime.
>> >>
>> >>
>> >> It's possible the number of people that only have the (system install)
>> >> D3D9
>> >> but do have D3D11 compatible hardware is significant.
>> >>
>> >>
>> >
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